Widget Ridge Review

Widget Ridge is a 1 to 2 player deck-building game of absurdist steampunk awesomeness (3 to 4 players supported with two core sets). The goal is to acquire Augments, Devices, and Accessories in order to connect them into an ever-modulating construct to generate spark to win the game. So build your Solar-Powered Mechanical Bison with a Parachute to disrupt my Coal-Powered Battle Corset on Wheels before it takes over! (Emergence Expansion [and core game] on Kickstarter until Sunday, November 22 2020 11:00 PM CST.)

How to Play

All players begin the game with 10 starter cards which can produce gold and/or spark. Gold is the currency you accumulate in a single turn to buy new cards. Spark is the victory points you track to win the game. On a turn, you will usually start with 5 cards in hand.

Play a Card

The first thing you will do is play a card from your hand. If it is a starter card or a Left/Right card, you will gain an immediate effect, usually Gold or Spark. Center cards provide no immediate effect.

If you still have more cards in hand, you may play them now or you may Buy a new card or Add a played card to your Workshop.

Buy a Card

If you have generated Gold this turn by playing one or more cards, you may buy one of the 6 cards from the marketplace. The cost is the number in the upper right hand corner gear. Bought cards immediately go to your discard pile and the marketplace is immediately refilled to 6 cards. Gold does not carry over between turns.

If you still have more gold to spend, you may Buy another card or you may Play a card or Add a played card to your workshop

Add a Played Card to Your Workshop

The workshop is the heart of the game. Anytime after you’ve played a non-starter card on your turn, you may add it to your workshop, assuming proper Connections. When a center card becomes connected to a Left/Right card, you get the center card’s connection ability. There is no limit to the number of connection effects you can get in a single turn; however, two cards can only connect to each other once per turn.

A workshop may have no more than one Left card (Augment), one Center card (Device), and one Right card (Accessory). Center cards have connectors on both sides, Left/Right cards have connectors on only one side. To add a card, your workshop must either be empty or the new card must form a connection with a Center card. You may discard a Left/Right/Center card to replace it with a new card of the same type. (Your workshop may not contain both a Left and Right card with no center.) This is where center cards shine.

For example, say I have played the 6 cards in the picture above and my workshop is empty. First, I add Perfectly Balanced to my workshop. Since it does not connect to a center card, nothing happens. Second, I add Battle Corset to my workshop creating a connection between the two cards and triggering Battle Corset’s “Gain 3 Spark. You may draw a card, then discard a card” connection ability. Third, I add On Wheels to my Workshop and get a second Battle Corset connection trigger. Fourth, I want to add Solar-Powered to my Workshop, so my Perfectly-Balanced gets discarded first, and then I get a Battle Corset connection trigger. Fifth, I want to add Mechanical Bison, so my Battle Corset gets discarded first, and then I get two connection triggers from my Mechanical Bison, since we just created a connection between both Mechanical Bison/Solar-Powered and Mechanical Bison/On Wheels. Sixth, I want to add With a Parachute, so my On Wheels gets discarded first, and then I get a Mechanical Bison connection trigger.

After Adding a played card to your Workshop, if you have more played Left/Right/Center cards, you may Add them to your workshop or you may Play a card or Buy a card.

Full Construct Phase

Once you no longer want to Play more cards, Buy more cards, or Add more cards to your Workshop, any of your cards not in your workshop are discarded (either from your hand or in play). Then you draw back up to 5 cards in hand (shuffle your discard pile to form a new deck if needed).

Once you’ve drawn back up, if you have a full Left/Center/Right workshop, you may trigger your “Full Construct” ability, resolving it from left to right.

For example, the Solar-Powered Mechanical Bison with a Parachute would go:
You may pay 3 spark, If you do, you may melt a card, OR you may put a card from your discard pile into your hand.

The Perfectly-Balanced Battle Corset on Wheels would go:
You may draw a card OR melt a card, If you do, draw a card, and your opponents discard a card, OR melt a card in the marketplace and gain Spark equal to its printed cost.

The Solar-Powered Battle Corset on Wheels would go:
You may pay 3 spark, If you do, draw a card, and your opponents discard a card, OR melt a card in the marketplace and gain Spark equal to its printed cost.

Once you’ve resolved your Full Construct ability, it is the next player’s turn. Repeat until someone reaches 100 spark (or the win condition of whichever setup you are using is met).

Other Clarifications

Melt: remove a card from your hand, your discard pile, or the common marketplace to the corresponding melt pile (it will not be shuffled into your deck, you may never melt an opponent’s card)

Destroy: discard a card from a Workshop (it will be shuffled back into its owner’s deck)

In a two-player game, the game starts with the first player drawing only 3 cards while the second player draws 5 cards. First turn only.

My Thoughts

I love the flavor, I’m hooked by the strategic depth, and I’m overwhelmingly impressed by the balance.

This game is just fun, and a large part of the reason behind it is the excellent storytelling evoked by the card names, flavor text, and art. While my opponents are taking their turns, I’ll just start giggling as I think about what I’m going to build, like the Coal-Powered Street Sweeper with “Gold” Plating or the Wood-Burning Treebuchet On Stilts (which the flavor text acknowledges is actually a Ballista). I also can’t help smiling as I think back to the time I built a Doom Cannon, to corral some mechanical bison as you do, just to have a sentient statue throw a brick at it to break it immediately after I got it online and finished that job.

However, even if you stripped out all of the flavor of the game, I’d be sad, but I’d still want to play based purely on the gameplay. The workshop enables interesting dynamics between cards as you consider whether to buy a Left/Right card for its on-play effect, its Full Construct effect, and/or its possible connectors to your Center cards that you either bought for its connection effects, its Full Construct effect, or conversely, its possible connectors to your already purchased Left/Right cards. Further, you need to consider whether to buy multiple types of Left, Right, and/or Center cards: more cards of each type enables more connection effects but prevents you from keeping a specific card in your workshop for its Full Construct effect. For even further consideration, you need to decide when to leave cards in your workshop because while they’re in your workshop, they don’t get shuffled back into your deck, so you can’t trigger their on-play effects again (for Left/Right cards). Even further yet, you can keep track of what your opponent is doing and whether or not you need to buy cards to disrupt their workshop and/or prevent your opponent from buying them.

Or, you can just buy the cards you have enough gold to afford and see how it unfolds. As long as you pay some attention to the connectors on your cards and get some of each type of Left/Right/Center that can connect to each other, powerful things will happen. Making connections in your workshop and getting a Full-Construct also just feels good. It’s incredibly satisfying just watching your Doom Cannon go brrr. In the late game you can also have ridiculous turns with massive chains of connections as you draw hands full of non-starter cards; you get to initially play them for their on-play effects and then swap them into your workshop for connection effects, either of which might draw you more cards to keep going. Whether you go for a mass connections strategy, a targeted Full Construct strategy, or something inbetween, you’re doing it right because the game is so absurdly well-balanced.

Out of all of the games I have played only one of them wasn’t close, and I mean really, really close. Aside from that one game where I got a Doom Cannon literally as early as possible and it lived up to its name for my opponent, every one of those games ended where the next player would have won on their turn, every one, including when I played solo. EVERY ONE, HOW IS THAT EVEN POSSIBLE IAN?! I am still legitimately shocked by this, especially since I actively pursue as many different strategies as possible when I play games, and this is no exception.

One aspect of the game that enables this is the cards that give bonus/alternate effects if you have less spark than your opponents. While this may be a turnoff for some people, it has never felt bad when playing it, even when I was the one ahead at the time, partly because those effects immediately switch off if that player pulls ahead, which can cause them to stall out as you rocket past them again to secure the win after they ended at 99 spark (good times). Further, endgame spark generation can reach 30+ spark in a single turn, so there have been multiple games with last-second come-from-behind wins, that are just cool to watch play out regardless of which side of the table you’re on, at least in my experience.

Conclusion

I highly recommend this game. It is currently on Kickstarter (https://www.kickstarter.com/projects/furioustreegames/widget-ridge-emergence) for a new three character-pack expansion which enables cooperative campaign play, but you can also get everything else that has been released so far: the invention expansion set which has amazing cards like the Treebuchet, two story packs, and the Walkabout expansion with locations that affect the marketplace, all great stuff. Ian Taylor, the creator, has also written a bunch of excellent short stories in the Widget Ridge Universe if you, like me, want more of that delicious flavor. (Widget Ridge can also be bought from that website if you see this after the Kickstarter ends.)

For an illustration of how much I enjoy this game, this is the first game review I have done since October 2017, with the last complete review more than a year before that. I’ve received no compensation for this review, I just want more people playing it because it is awesome.

Widget Ridge

Me as I imagine this story

https://www.kickstarter.com/projects/furioustreegames/widget-ridge

https://www.kickstarter.com/projects/furioustreegames/widget-ridge

Ian Taylor, the Douglas Adams-esque writer of Spindle, Mt:G judge, original WWG lore/rules/organized play dude, and handsome Australian man, is Kickstarting Widget Ridge until April 27th. It’s already funded, I’ve backed it, and if you’ve found your way here, I think you’ll want to too.

Coal-Powered Battle Corset on Wheels

Widget Ridge is a two-player deck building game where you build completely reasonable and totally non-magical constructs, with Star/Hero Realms inspirations. (It will also support 1 – 4 players.) I have not played it yet myself, but a friend of mine has said it is a great game and he’s the type of person who absolutely wouldn’t if it wasn’t, so it is.

What has me so absolutely, ridiculously hyped though is all of the flavor and lore Ian has built up and presented around the game. He’s building a world I’m impatiently eager to explore, starting with the actual cards. Here’s a few more: Static-Powered, Racing Trebuchet, With a Parachute.

A while ago I was trying to think of the craziest construct I could make with the cards I had seen so far. The idea of a Coal-Powered, Battle Corset, On Wheels…, well, if you listened to the audio at the start of the article, you know how that makes me feel. I look forward to playing the game and creating even crazier constructs. In the mean time though…

ALL OF THE LORE

Widget Ridge is absurdly amazing, and I mean that literally. It is absurd, and it is amazing. We have our overly self-assured Victorian British engineers thrust into a world of magic which they obviously and immediately understand better than the locals. From here, they develop as you might expect, into a multi-engineering-church hierarchically-dominated society with ridiculous, physics-violating inventions, introductory versions of which are provided to children on their 6th birthday.

In this backdrop we are presented with characters such as Maximilian Ward, “the best kind of idiot. The kind that wants to learn,” and his three legs in “The Ghost that Stole Lightning.” As well as his sister, the Lady Luna Ward, in “The Fire in Which We Learn” where she emphatically courts the lover she’s never met, by utilizing her exceptional aim.

To play off of these characters we have: the prodigious engineering survivor Amelia Pettengill with trust in her instincts and her beloved widget Scraps, Knight-Captain Martine Covington-White the City Chief Defender and non-engineering, competitive practicalist, and Alistair Gaines the enthusiastic experimenter with a bravery derived in equal parts from talent, experience, and luck. With all of these elements, not only does Ian make me laugh (repeatedly and continually), but he also manages to tell grounded, honest stories of the diverse human experience. As I’m writing that, I know it sounds pretty cliched and stupid, but read all the way through “The Fire in Which We Learn” and tell me I’m wrong. Regardless, the energy/inspiration it gives me to do my own ridiculous things is real. I love being inspired to do ridiculous things, and…

there’s the story of the Coal-Powered Battle Corset on Wheels that gained sentience after consuming Spark-laced coal. Which then went on to terrorize the denizens of Widget Ridge; bursting into workshops, devouring all of the coal, injuring innocent bystanders while everyone, particularly the injured witnesses, refuse to acknowledge the Battle Corset’s existence because a sentient Coal-Powered Battle Corset on Wheels is impossible. This, of course, leads the sentient Battle Corset into a depression spiral as they agonize over why they were given life and their purpose in it, until they finally open a low-tech ceramics studio (because they have always been intrigued by a broken pottery wheel fraudulently trebucheted in a piano launching contest); where the Battle Corset, now going by BC, has acquired some level of adoration by their pupils, even though the pupils continue to actively refute BC’s existence in The Coal-Powered Battle Corset on Wheels.

Playmat of the Jank

When I originally saw the small version of this on the kickstarter page, I was not particularly impressed (especially when compared to the awesomeness that is the Rampaging Mechanical Bison playmat). However, while impatiently trolling through the Widget Ridge website late at night, looking for more lore to satiate my hype from watching everything on the kickstarter page, I came across the Art of Widget Ridge page from which Ian links to interviews with two of Widget Ridge’s artists. In the one with Matt Burton, he mentioned designing this playmat with the goal of creating two different perspectives of the scene, so the player and their opponent would get something different. Thinking this was neat, I quick copied the image, threw it in paint, and flipped it.

And oh my god yes, absolutely yes, this, perfect, this is me, oh yeah, I need to have this, yes. Yes.

I love how this looks “upside down,” and the implication of it “right side up.” When viewed “upside down” it seems like the quintessential personification of Jank. I’m putting together all of these crazy parts that absolutely should not work together but are, to an extent, all though they might not hold for quite long enough, perfect.

My original thought was that I would just get this and play with it upside down, so I can see this amazing jank view and remind myself of what I’m doing, while presenting to my opponent the “right side up” view that makes it look like I have everything reasonably under control and everything is going reasonably to plan. Then I thought about it and realized, assuming I use this in Epic (which I absolutely will be doing), most of my opponents are at least tangentially aware of me and my jank ways. Therefore, if I played with it “right side up,” they could see the visual reminder of my jankness, and they might give too much respect to my ability to include anything, like a couple of Rampaging Wurms in a demon deck. (I’ve absolutely done that with those being my only 1-cost Wild cards with no way to give them breakthrough. It… worked great.) But then I thought no, I do want them to see the reasonableness, to hide my actual, inevitable jank. Eventually, however, I came to a decision. I’ll just constantly rotate it throughout the match depending on the state of the game and or my mind. Solved.

In other words, if you are a fellow jank player, I’d recommend backing Widget Ridge even if just to at minimum get this perfect playmat as an add-on to the $1 tier.

Conclusion

I am more hyped for Widget Ridge than anything else right now. If you share my enthusiasm and would also like to get in on this now, possibly to get access to the kickstarter exclusives/stretch goals, you can back it until April 27th at www.kickstarter.com/projects/furioustreegames/widget-ridge. There is more information on the gameplay there as well. Ideally (and selfishly), I’d love to unlock a few more stretch goals. (Ian’s mentioned one that isn’t on the site yet that I absolutely want to happen.)

Further, “fraudulently trebucheted” is one of the best phrases I have ever written, so I am seriously considering making shirts. Below is an incredibly rough outline of what I was thinking with public domain art (the trebuchet should have a piano loaded up), a stolen Widget Ridge logo, poor color scheme and underwhelming word art. If I were to move forward with this (and clean it up significantly) are there any equally ridiculous people who might be interested?

Finally, I’ll answer the questions I’m sure you’re all asking.

No: that is not the first time I have recorded myself laughing
Yes: I did record multiple takes for this one, which I have not deleted.

If you have any other questions (unlikely because I’m fairly confident I just answered them all) feel free to ask below.

Until then, back Widget Ridge on Kickstarter.

**Update: Back the new Widget Ridge Kickstarter and expect some more Widget Ridge related content before the campaign ends on Sun, November 22 2020 11:00 PM CST**